================================================================= THE SANDMEN _________________________________________________________________ "I don't kill people, I terminate runners." - Logan 5 in "Logan's Run" The Syndicate is a shadowy Convention at best. Its leaders are unknown, its actual members are generally seen in inverse proportion to their powers. Unlike the more militant Conventions like Iteration X and the New World Order, the Syndicate usually uses sleepers as its primary, front line troops in the ascension war. However, for some unknown time, certain of the most materialistic of its servants have been undergoing a strange process, not actual Awakening, but an achievement of power very like that of true mages. Like the Convention that spawned them, these 'Sandmen' are shadowy and mysterious. In fact, for reasons that will become apparent, they are often mistaken for Men in Black. Sandmen look like the normal human beings they once were, however, pattern magick reveals that they are more like Matter than Life. This ambiguity renders them immune to pattern magic unless both Matter and Life of appropriate levels are used. To Prime they appear awakened but they have absolutely no manifestation in the Penumbra. In fact they are both unable to use, and resistant to, the sphere of Spirit. They crumble to dust when killed. Sandmen are apparently much harder to field than Men in Black. They operate alone or in small groups (no more than 4 to 6). However, they make full use of their resources. Each Sandman will be accompanied by two to five or more sleeper hirelings, bodyguards, or mobsters depending on the situation. Attributes: Strength 3, Dexterity 3, Stamina 4, Charisma 1, Manipulation 4, Appearance 2, Perception 3, Intelligence 2, Wit 3 Abilities: Alertness 3, Brawl 1, Dodge 3, Intimidation 4, Streetwise 4, Subterfuge 4, Drive 3, Etiquette 3, Firearms 3, Leadership 3, Melee 1, Research 2, Stealth 3, Technology 3, Computer 2, Culture 2, Investigation 2, Law 4, Medicine 2. Spheres: Matter 3, Prime 2, 3 dots in other spheres Backgrounds: Resources 5 Willpower: 6 Arete: 3 Quintessence: varies Paradox: varies Health Levels: OK, -1, -1, -2, -2, -3, -5, Dust Armor Rating: 3 (Advanced Kevlar) Special Attacks: Sandmen may make an Arete roll (difficulty is opponent's Arete) to 'unawaken' mages. Successes equal to the target's Arete are required. The effect is resisted by Willpower and can be countered with conjunctional Spirit, Mind & Prime. Special Defenses: A Sandman's pattern can only be directly affected by conjunctional Matter & Life. Sandmen gain 3 dice of magick resistance vs the sphere of Spirit, and any effect they cast over an area automatically increases the local Gauntlet by one per success. FOCI All Spheres: Money: Wealth of some sort is vital to Sandmen in working all their magick. In the cases of Matter and Prime, it is the only focus required. Any form of wealth or currency is acceptable but it must be recognized and liquid in the current circumstances. Currency, gold, credit cards, and checks are examples. However, in some circumstances it may be difficult for the Sandman to find a suitable focus. For instance, when stranded in the middle of the desert, drinkable water might be the only 'liquid' asset. Some effects require money actually be spent or offered, others simply require the Sandman to have a significant amount readily available. Correspondence/Entropy/Time: Statistics: An amazing amount of economic decision making is based on statistics. Governments, insurance companies, advertisers, and others are all virtually ruled by statistics. Sandmen tap the Syndicate's substantial expertise in this area when employing several of their spheres. They must have an appropriate statistical study for the task at hand (no initiative penalty) or a powerful statistical calculator or computer (+2 initiative penalty) when evoking such effects. Forces: Weapon: "Power flows from the barrel of a gun." The Syndicate takes the 'force' aspect of the Forces sphere very seriously. A weapon of any sort must be available for a Sandman to perform Forces magick. Usually the weapon is appropriate to the effect in question. So, stun guns and TASERs are more prevalent then might be expected. Using a weapon (to perform magic) has no initiative penalty, but the Sandman must have at least one dot in the skill needed to use such a weapon. Life/Mind: Drugs: Sandmen use a variety of legal and illegal drugs to control and influence the minds and bodies of others (and occasionally themselves). Some Mind effects simply require the offering of drugs (no initiative penalty). Drugs must actually be administered for other effects. Depending on the way the drug is given, this may take several minutes. In combat situations drugged darts and contact patches are often used. These must be administered the turn before any effect is used. Sandmen prefer Progenitor made drugs when available, but ordinary ones are quite sufficient for use as foci. Conventional Effects: Touchstone Matter * Prime * In the early days of the Guild, merchants would rub a gold coin against a smooth, dark pebble called a Touchstone, to gauge it's purity. Today, all Syndicate-trained mages are experienced currency handlers and can infallibly judge the legitimacy of currency and the value of goods - including the quintessence- based capital of mages. [A basic success is all that is need to spot mundane counterfeiting. Magickal counterfeits can be detected with a Perception roll (diff 8). The Sandman can also quantify quintessence, differentiating between Syndicate-sterilized and unapproved varieties, and judge the approximate value (power) of Talismans and other magickal commodities.] Alienation (Dissatisfaction) Prime * * (Mind * *) Using open displays of his own wealth and/or minor financial indignities directed at the victim, the Sandman can make the subject depressed and dissatisfied with his life. Typically, the Sandman will then step in with an opportunity for advancement... [The basic effect works by constricting the flow of Prime through the victim's life pattern (similar to Rubbing the Bones). As a result the victim feels 'hollow,' his life seams meaningless. With the Mind component, this Dissatisfaction is sublimated into an urge (for success, prestige, indulging in vice, or whatever), which the Sandman can then use to manipulate his victim. Well Alienated, the character doesn't recover willpower (unless he indulges the subliminally planted urge in the Mind version), heals slowly, and generally performs a bit below par (+1 on all mundane difficulties). Some Ecstasy cultists are hit particularly hard by the effect, suffering a +1 difficulty on magick rolls involving their vice (which just isn't the rush it used to be) or falling into a spiral of addiction. Alienation is resisted by Willpower and can be countermagicked if the victim is aware of it. Usually, though, it will only be cast on those who won't notice it, as Prime-aware mages can counter the effect by 'jump starting' their Prime flow with a point of stored Quintessence.] Seed Money Prime * * (Matter * * or * * * * or Forces * * * or Life * * *) Anything a Syndicate mage wants, he gets. Any commodity, be it material, technology, energy, livestock, or crops, can be acquired by making a discrete investment with some would-be producer. This isn't a simple matter of buying some readily available goods - the mage gets exactly what he wants (and, if he's willing to stretch reality, exactly when he needs it). [The Syndicate's version of fueling Pattern creation. To remain Static, there is a time delay between the casting of the Rote and the delivery of the goods. Any desired Pattern can be acquired - mages associated with organized crime can even use Life 5 to acquire slaves. The Patterns created are precisely as desired by the mage, and are quite untraceable (they are being 'magickally' created from 'nothing' after all).] F/X - If the Sandman takes the spell into 'Field Expedient' territory, he can coincidentally find someone selling just the item he needs. In Vino Veritas Mind * * By sharing any common drug with an unsuspecting subject, the Sandman can elicit information that he couldn't otherwise get. [This rote isn't mind reading. Rather it puts the subject in an 'unguarded' frame of mind in which he is much more likely to let information slip. Only a basic success is needed (the subject need only drop his guard for a moment), but the effect is resisted with Willpower.] Step on the Little Guy Entropy * * Prime * * This effect is a quick and expedient way to hit somebody where it hurts. It can be used on sleepers or mages with little fear of discovery or retaliation, as it is not cast directly at the victim but into the economy around him. This is the favorite, first round, Syndicate attack. Anyone who annoys the Syndicate is going to be hit with it, as a matter of course. [The victim is beset by financial disasters for the duration of the effect. His Resources background is effectively reduced by the Intensity of the effect. It is an indirect effect, and sufficient mundane effort can help mitigate the damage - but it would be a full-time job, at least. Mages who pay particularly close attention to their finances and/or use magick to affect them, may (Wits+Awareness, diff 8) notice the casting and respond with countermagick. Two important notes about this effect. First, non-Syndicate mages will need higher sphere levels and more successes to duplicate this effect. Second, some Syndicate effects require financial manipulation of the victim as a focus: this effect does not count for those purposes.] The Very Best Entropy * * * or Matter * * * Prime * * Sandmen prefer to use the best equipment available. Given their wealth based paradigm, this means much. Firearms and automobiles are the favorite subjects of the effect. [If a Sandman takes the time to personally seek out and/or commission 'The Very Best' example of the item he needs, he can reduce the difficulty of any rolls made using the item by the Intensity of the effect (minimum difficulty 4). The item will also have perfect material characteristics and function flawlessly (ignore one botch on every roll, to represent the near-impossibility of a mechanical failure or malfunction). The Entropy version works like 'Statistical Mechanics' (It-X) and 'Like Clockwork' (Mage2), the Matter/Prime version enhances material characteristics and re-enforces the underlying pattern, with similar effects.] Mussolini's Schedule Correspondence * * * Sandmen like to have a predictable escape rout (or routs) available. To this end, they keep transportation time tables at hand. When the situation requires a quick exit, the Sandman always knows the fastest way out of town. [This effect requires only a basic success to function, and guarantees the Sandman the absolute minimum travel time to any destination. It is not teleportation.] Truth Serum Mind * * * Sodium Pentothal is the notorious 'Truth Serum.' The drug puts the victim in a semi-conscious state in which he tends to babble, responding to questions before he can think to stop himself. [To be effective the Rote requires a minimum Intensity of 3 and Power in excess of the subject's Willpower - possibly entailing several doses and protracted interrogation. The effect causes the victim to say whatever he thinks. Thus almost any question is immediately answered. The answer may not always be accurate or precisely truthful, because of the altered state of consciousness the drug produces, but it cannot be an intentional lie.] Field Expedient Effects: The Blueprints Matter * With his extensive contacts and influence, a Sandman has no trouble obtaining the blueprints of any machine, specifications of any product, or floor plans of any building. [This is the basic Matter 1 effect that allows the mage to analyze - or even see within - a matter pattern. The Sandman can only perceive matter - he can know the exact layout and furnishings of a building, but must go inside and search if he's looking for a person. The effect reduces difficulties directly bearing on the analyzed pattern by 1. Examples would be: sabotaging a car, fixing a machine, or searching (or hiding in) a building.] F/X - "How did I know? Heck, my shell corporation was a major investor in the project, I've had the plans for years." Financial Backing Prime * * * (Matter * * * or Forces * * or Correspondence * *) By providing the necessary Funding, a Sandman or Syndicate mage can help a fellow Technomancer accomplish greater things. Any type of venture can be supported with Financial Backing. [On a personal level, this effect transfers quintessence from the Sandman to another mage. Up to 5 Quintessence can be transferred per success. The Sandman can also set up a continuing stream of quintessence, from a source like a node, along a physical medium (matter) down power lines (Forces) or through account transfers (Correspondence). This can go directly to a mage, into a storage system of some sort, or go directly to fueling a magickal effect or even be part of the supply of a Horizon Realm.] F/X - "Don't worry, I'm a rich man, I can get you everything you need for your little project." The effect is coincidental as long as there is a transfer of funds or materials that are useful to the recipient. In the case of Syndicate mages, funds are always useful. CopKiller(tm) Bullets Matter * * * Correspondence * * * These special, teflon-coated, bullets go right through all kinds of body armor like it wasn't even there. They are favored by those Syndicate members associated with organized crime. [An Intensity of 3 is needed to pattern-disassociate the bullets from standard types of body armor. Magickal and very unusual types of armor are still effective.] F/X - Conventional if the bullets are procured (enchanted) in advance. Becomes Field Expedient if ordinary bullets are enchanted in the midst of combat. Universal Liquidators Prime * * * * When you just don't want something around anymore, call Universal Liquidators. They'll take any old thing off your hands, you'll never see it again... no one will. [This effect breaks matter down into raw quintessence and releases it. Usually, Vulgar, this particular application is covered by Coincidence.] F/X - Non-descript men in blue overalls drive up in moving vans. They remove all of the designated matter (disassembling and/or demolishing it if necessary), load it up, and drive off. The moment they get out of sight, the stuff is gone forever. Cosmic Downsizing Prime * * * * * It's nothing personal. You're just not needed anymore... by anyone... anywhere... ever again. To use this effect, a Syndicate Master must - through mundane means - seize all assets, sever all business associations, and erase every financial record that involves the victim. Once this is complete, he's nobody. Literally. [Cosmic Downsizing is serious magick, requiring a minimum Intensity of 5. It causes the victim to slowly fade from reality, eventually disappearing forever. To determine how long this takes, read the Duration chart up-side-down. Thus 25 Power would eliminate the victim instantly, while 5 Power would take days to do so. The effect is Direct and can be resisted with Willpower and Countermagicked. If the effect takes, the victim will notice an initial feeling of disconnection (similar to Alienation, above, or impending Quiet), and will find that he can no longer regain Willpower or recharge his Avatar. As time passes he will become harder and harder to find (similar to Arcane), eventually disappearing entirely and losing the ability to affect the real world through mundane means. For a short time, the character can still use magick to contact or affect reality, but in this final stage, he quickly loses contact with his Avatar (lose 1 Arete per day or hour). If the effect can't be unwoven in time, the victim is gone forever.] F/X - Since the character doesn't disappear in a rush of quintessence, as in the usual effects of this type, it's kept Field Expedient (Coincidental).] Experimental Effects: Embezzlement Prime * * * Sometimes warranted to punish or intimidate a reality deviant, this Experimental effect pulls quintessence from the victim using the Syndicate's usual medium of exchange - wealth. To use the effect, the Sandman must steal or otherwise acquire a significant fraction of the victims net worth - by mundane means. [The Sandman uses his resources, influence, and financial savvy to acquire the wealth of his victim. Since this is the focus for the effect, magick cannot be used. He then confronts his victim with the bad news and the quintessence transfer is complete. Up to 5 quintessence can be transferred per Intensity of the effect, which can be countermagicked and resisted with Willpower. If the effect fails, the mage can scoff "It's only money" and leave with his quintessence intact.] F/X - The effect is Experimental because the Quintessence being stolen will often manifest in some way consistent with the reality deviant's paradigm. When used against Technomancers, the effect can be Field Expedient or even Conventional. 'Cryptonite' Matter * * Prime * * (Entropy *) When facing reality deviants, a Technomancer needs an edge. Sandmen and Syndicate mages can always buy one. The caster uses his resources to acquire 'Cryptonite' - a slang term for any substance that is particularly harmful to a reality deviant. Even if the deviant in question has no special vulnerabilities an adequately nasty material can be acquired. [The basic version of the rote creates a pattern of Matter and charges it with free quintessence so that any damage it causes will be aggravated. If Entropy is added, the caster can determine if the subject has any special weaknesses and create something appropriate, possibly avoiding the Experimental procedure of charging with free quintessence. Some reality deviants, such as spirits, can be harmed by prime constructs created with Prime 2 (Enchanted Weapon). Such constructs can be made part of the 'Cryptonite,' allowing it to harm such creatures (though it won't automatically be aggravated. Such items are simply referred to as 'special' and are not innately Experimental.] F/X - If the subject has any genuine weaknesses to a mundane substance (like a Garou to silver) or if a 'special' weapon will suffice, the effect is merely Field Expedient. Otherwise, the charging of the 'Cryptonite' with free quintessence makes the effect Experimental. Exploration & Development Prime * * * Matter * * * The world is full of resources. Unfortunately, so many of them lay untapped, or worse yet, are in the hands of fools who don't know how to exploit them (Dreamspeakers, Werewolves, 'faeries,' etc...). When the Syndicate has the opportunity to tap a new or newly liberated resource, this is the effect they use. Individual Sandmen would never make the attempt, but many of them are familiar with the procedure so that they can assist Syndicate mages. [Exploration & Development is the Syndicate version of Awaken the Sleeping Earth from the Book of Chantries. It taps or awakens a node (the Syndicate prefers the word 'resource'). The procedure is experimental if performed in the field by an individual mage. When done properly, working through channels with many others, the Paradox is greatly reduced.] =================================================================
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